rename: ModeChoice -> GameCommand
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@@ -11,7 +11,7 @@
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#include "SongManager.h"
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#include "Steps.h"
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#include "NoteSkinManager.h"
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#include "ModeChoice.h"
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#include "GameCommand.h"
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#include "NoteFieldPositioning.h"
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#include "Character.h"
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#include "UnlockSystem.h"
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@@ -85,7 +85,7 @@ void GameState::ApplyCmdline()
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CString sMode;
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for( int i = 0; GetCommandlineArgument( "mode", &sMode, i ); ++i )
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{
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ModeChoice m;
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GameCommand m;
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m.Load( 0, ParseActorCommands(sMode) );
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CString why;
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if( !m.IsPlayable(&why) )
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@@ -175,7 +175,7 @@ void GameState::Reset()
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// one or the other. -Chris
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// Having default modifiers in prefs is needed for several things.
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// The theme setting is for eg. BM being reverse by default. (This
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// could be done in the title menu ModeChoice, but then it wouldn't
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// could be done in the title menu GameCommand, but then it wouldn't
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// affect demo, and other non-gameplay things ...) -glenn
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ApplyModifiers( p, DEFAULT_MODIFIERS );
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ApplyModifiers( p, PREFSMAN->m_sDefaultModifiers );
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@@ -256,7 +256,7 @@ void GameState::PlayersFinalized()
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GAMESTATE->m_PlayerOptions[pn].ResetSavedPrefs();
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GAMESTATE->ApplyModifiers( pn, sModifiers );
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}
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// Only set the sort order if it wasn't already set by a ModeChoice (or by an earlier profile)
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// Only set the sort order if it wasn't already set by a GameCommand (or by an earlier profile)
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if( m_SortOrder == SORT_INVALID && pProfile->m_SortOrder != SORT_INVALID )
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m_SortOrder = pProfile->m_SortOrder;
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if( pProfile->m_LastDifficulty != DIFFICULTY_INVALID )
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@@ -584,7 +584,7 @@ static int GetNumStagesForCurrentSong()
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* stage is the final stage, and we picked a stage that takes two songs, it
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* only counts as one stage (so it doesn't bump us all the way to Ex2).
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* One case where this happens is a long/marathon extra stage. Another is
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* if a long/marathon song is selected explicitly in the theme with a ModeChoice,
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* if a long/marathon song is selected explicitly in the theme with a GameCommand,
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* and PREFSMAN->m_iNumArcadeStages is less than the number of stages that
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* song takes. */
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int iNumStagesLeft = PREFSMAN->m_iNumArcadeStages - GAMESTATE->m_iCurrentStageIndex;
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